235 research outputs found
Marker hiding methods: Applications in augmented reality
© 2015 Taylor & Francis Group, LLC.In augmented reality, the markers are noticeable by their simple design of a rectangular image with black and white areas that disturb the reality of the overall view. As the markerless techniques are not usually robust enough, hiding the markers has a valuable usage, which many researchers have focused on. Categorizing the marker hiding methods is the main motivation of this study, which explains each of them in detail and discusses the advantages and shortcomings of each. The main ideas, enhancements, and future works of the well-known techniques are also comprehensively summarized and analyzed in depth. The main goal of this study is to provide researchers who are interested in markerless or hiding-marker methods an easier approach for choosing the method that is best suited to their aims. This work reviews the different methods that hide the augmented reality marker by using information from its surrounding area. These methods have considerable differences in their smooth continuation of the textures that hide the marker area as well as their performance to hide the augmented reality marker in real time. It is also hoped that our analysis helps researchers find solutions to the drawbacks of each method. © 201
Real-Time Object Removal in Augmented Reality
Diminished reality, as a sub-topic of augmented reality where digital information is overlaid on an environment, is the perceived removal of an object from an environment. Previous approaches to diminished reality used digital replacement techniques, inpainting, and multi-view homographies. However, few used a virtual representation of the real environment, limiting their domains to planar environments.
This thesis provides a framework to achieve real-time diminished reality on an augmented reality headset. Using state-of-the-art hardware, we combine a virtual representation of the real environment with inpainting to remove existing objects from complex environments.
Our work is found to be competitive with previous results, with a similar qualitative outcome under the limitations of available technology. Additionally, by implementing new texturing algorithms, a more detailed representation of the real environment is achieved
Design and implementation of efficient diminished reality mechanisms
Se trata de la descripción y estudio del sistema de realidad disminuida que se ha desarrollado en este proyecto. La memoria está elaborada en inglés
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Degraded reality: Using VR/AR to simulate visual impairments
The effects of eye disease cannot be depicted accurately using traditional media. Consequently, public understanding of eye disease is often poor. We present a VR/AR system for simulating common visual impairments, including disability glare, spatial distortions (Metamorphopsia), the selective blurring and filling-in of information across the visual field, and color vision deficits. Unlike most existing simulators, the simulations are informed by patients' self-reported symptoms, can be quantitatively manipulated to provide custom disease profiles, and support gaze-contingent presentation (i.e., when using a VR/AR headset that contains eye-tracking technology, such as the Fove0). Such a simulator could be used as a teaching/empathy aid, or as a tool for evaluating the accessibility of new products and environments
Removing Objects From Neural Radiance Fields
Neural Radiance Fields (NeRFs) are emerging as a ubiquitous scene representation that allows for novel view synthesis. Increasingly, NeRFs will be shareable with other people. Before sharing a NeRF, though, it might be desirable to remove personal information or unsightly objects. Such removal is not easily achieved with the current NeRF editing frameworks. We propose a framework to remove objects from a NeRF representation created from an RGBD sequence. Our NeRF inpainting method leverages recent work in 2D image inpainting and is guided by a userprovided mask. Our algorithm is underpinned by a confidence based view selection procedure. It chooses which of the individual 2D inpainted images to use in the creation of the NeRF, so that the resulting inpainted NeRF is 3D consistent. We show that our method for NeRF editing is effective for synthesizing plausible inpaintings in a multi-view coherent manner, outperforming competing methods. We validate our approach by proposing a new and still-challenging dataset for the task of NeRF inpainting
Poster: Real-Time Object Substitution for Mobile Diminished Reality with Edge Computing
Diminished Reality (DR) is considered as the conceptual counterpart to
Augmented Reality (AR), and has recently gained increasing attention from both
industry and academia. Unlike AR which adds virtual objects to the real world,
DR allows users to remove physical content from the real world. When combined
with object replacement technology, it presents an further exciting avenue for
exploration within the metaverse. Although a few researches have been conducted
on the intersection of object substitution and DR, there is no real-time object
substitution for mobile diminished reality architecture with high quality. In
this paper, we propose an end-to-end architecture to facilitate immersive and
real-time scene construction for mobile devices with edge computing
Video Manipulation Techniques for the Protection of Privacy in Remote Presence Systems
Systems that give control of a mobile robot to a remote user raise privacy
concerns about what the remote user can see and do through the robot. We aim to
preserve some of that privacy by manipulating the video data that the remote
user sees. Through two user studies, we explore the effectiveness of different
video manipulation techniques at providing different types of privacy. We
simultaneously examine task performance in the presence of privacy protection.
In the first study, participants were asked to watch a video captured by a
robot exploring an office environment and to complete a series of observational
tasks under differing video manipulation conditions. Our results show that
using manipulations of the video stream can lead to fewer privacy violations
for different privacy types. Through a second user study, it was demonstrated
that these privacy-protecting techniques were effective without diminishing the
task performance of the remote user.Comment: 14 pages, 8 figure
Using Prior Knowledge for Verification and Elimination of Stationary and Variable Objects in Real-time Images
With the evolving technologies in the autonomous vehicle industry, now it has become possible for automobile passengers to sit relaxed instead of driving the car. Technologies like object detection, object identification, and image segmentation have enabled an autonomous car to identify and detect an object on the road in order to drive safely. While an autonomous car drives by itself on the road, the types of objects surrounding the car can be dynamic (e.g., cars and pedestrians), stationary (e.g., buildings and benches), and variable (e.g., trees) depending on if the location or shape of an object changes or not. Different from the existing image-based approaches to detect and recognize objects in the scene, in this research 3D virtual world is employed to verify and eliminate stationary and variable objects to allow the autonomous car to focus on dynamic objects that may cause danger to its driving. This methodology takes advantage of prior knowledge of stationary and variable objects presented in a virtual city and verifies their existence in a real-time scene by matching keypoints between the virtual and real objects. In case of a stationary or variable object that does not exist in the virtual world due to incomplete pre-existing information, this method uses machine learning for object detection. Verified objects are then removed from the real-time image with a combined algorithm using contour detection and class activation map (CAM), which helps to enhance the efficiency and accuracy when recognizing moving objects
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